From: Eric S. Raymond Date: Thu, 12 Oct 2006 10:37:21 +0000 (+0000) Subject: Probe navigation is now handled completely by the course object. X-Git-Tag: 2.0~80 X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=commitdiff_plain;h=847413ccb3ee4a023ad79bc6d5370e3396ac0714 Probe navigation is now handled completely by the course object. --- diff --git a/src/sst.py b/src/sst.py index a83d6ca..e21ced8 100644 --- a/src/sst.py +++ b/src/sst.py @@ -1261,24 +1261,22 @@ def collision(rammed, enemy): finish(FWON) return -def torpedo(origin, course, dispersion, number, nburst): +def torpedo(origin, bearing, dispersion, number, nburst): "Let a photon torpedo fly" if not damaged(DSRSENS) or game.condition=="docked": setwnd(srscan_window) else: setwnd(message_window) shoved = False - ac = course + 0.25*dispersion - angle = (15.0-ac)*0.5235988 - bullseye = (15.0 - course)*0.5235988 - delta = coord(-math.sin(angle), math.cos(angle)) - bigger = max(abs(delta.i), abs(delta.j)) - delta /= bigger + ac = bearing + 0.25*dispersion # dispersion is a random variable + bullseye = (15.0 - bearing)*0.5235988 + track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin)) + # delta === track.increment w = coord(0, 0); jw = coord(0, 0) ungridded = copy.copy(origin) # Loop to move a single torpedo for step in range(1, QUADSIZE*2): - ungridded += delta + ungridded += track.increment w = ungridded.roundtogrid() if not VALID_SECTOR(w.i, w.j): break @@ -1299,7 +1297,7 @@ def torpedo(origin, course, dispersion, number, nburst): # We may be displaced. if game.landed or game.condition=="docked": return hit # Cheat if on a planet - ang = angle + 2.5*(randreal()-0.5) + ang = track.angle + 2.5*(randreal()-0.5) temp = math.fabs(math.sin(ang)) if math.fabs(math.cos(ang)) > temp: temp = math.fabs(math.cos(ang)) @@ -1329,7 +1327,7 @@ def torpedo(origin, course, dispersion, number, nburst): break kp = math.fabs(enemy.kpower) h1 = 700.0 + randrange(100) - \ - 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle)) + 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) h1 = math.fabs(h1) if kp < h1: h1 = kp @@ -1342,7 +1340,7 @@ def torpedo(origin, course, dispersion, number, nburst): return None proutn(crmena(True, iquad, "sector", w)) # If enemy damaged but not destroyed, try to displace - ang = angle + 2.5*(randreal()-0.5) + ang = track.angle + 2.5*(randreal()-0.5) temp = math.fabs(math.sin(ang)) if math.fabs(math.cos(ang)) > temp: temp = math.fabs(math.cos(ang)) @@ -2456,27 +2454,27 @@ def events(): supercommander() elif evcode == FDSPROB: # Move deep space probe schedule(FDSPROB, 0.01) - if game.probe.nextquad(): - if not VALID_QUADRANT(game.probe.loc.i, game.probe.loc.j) or \ - game.state.galaxy[game.probe.loc.i][game.probe.loc.j].supernova: + if game.probe.next(grain=QUADSIZE): + if not VALID_QUADRANT(game.probe.quadrant().i, game.probe.quadrant().j) or \ + game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova: # Left galaxy or ran into supernova if communicating(): announce() skip(1) proutn(_("Lt. Uhura- \"The deep space probe ")) - if not VALID_QUADRANT(game.probe.loc.i, game.probe.loc.j): - proutn(_("has left the galaxy.\"")) + if not VALID_QUADRANT(game.probe.quadrant().i, game.probe.quadrant().j): + prout(_("has left the galaxy.\"")) else: - proutn(_("is no longer transmitting.\"")) + prout(_("is no longer transmitting.\"")) unschedule(FDSPROB) continue if communicating(): #announce() skip(1) - prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.loc) - pdest = game.state.galaxy[game.probe.loc.i][game.probe.loc.j] + prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant()) + pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j] if communicating(): - chp = game.state.chart[game.probe.loc.i][game.probe.loc.j] + chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j] chp.klingons = pdest.klingons chp.starbase = pdest.starbase chp.stars = pdest.stars @@ -2485,7 +2483,7 @@ def events(): if game.probe.moves == 0 and game.isarmed and pdest.stars: supernova(game.probe) # fire in the hole! unschedule(FDSPROB) - if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: + if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova: return elif evcode == FDISTR: # inhabited system issues distress call unschedule(FDISTR) @@ -2755,12 +2753,12 @@ def nova(nov): dist = 0.0 if dist == 0.0: return - course = course(distance=dist, bearing=direc, warp=4) - game.optime = course.time() + course = course(bearing=direc, distance=dist) + game.optime = course.time(warp=4) skip(1) prout(_("Force of nova displaces starship.")) imove(course, novapush=True) - game.optime = course.time() + game.optime = course.time(warp=4) return def supernova(w): @@ -3794,6 +3792,14 @@ def dock(verbose): # because it involves giving x and y motions, yet the coordinates # are always displayed y - x, where +y is downward! +def cartesian(loc1=None, loc2=None): + if loc1 is None: + return game.quadrant * QUADSIZE + game.sector + elif loc2 is None: + return game.quadrant * QUADSIZE + loc1 + else: + return loc1 * QUADSIZE + loc2 + def getcourse(isprobe): "Get a course and distance from the user." key = 0 @@ -3842,6 +3848,7 @@ def getcourse(isprobe): prout(_("(Manual movement assumed.)")) navmode = "manual" break + delta = coord() if navmode == "automatic": while key == "IHEOL": if isprobe: @@ -3896,7 +3903,6 @@ def getcourse(isprobe): else: prout(_("Ensign Chekov- \"Course laid in, Captain.\"")) # the actual deltas get computed here - delta = coord() delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0) delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0) else: # manual @@ -3923,44 +3929,42 @@ def getcourse(isprobe): skip(1) prout(_("Helmsman Sulu- \"Aye, Sir.\"")) scanner.chew() - return course(delta.distance(), delta.bearing(), isprobe=isprobe) + return course(bearing=delta.bearing(), distance=delta.distance()) class course: - # Eventually, we want to consolidate all course compuation here, - # including for torpedos and the Enterprise. - def __init__(self, distance, bearing, warp=None, isprobe=False): - # Course actually laid in -- thisis straight from the old getcd(). + def __init__(self, bearing, distance, origin=None): self.distance = distance self.bearing = bearing - self.warp = warp or game.warpfac - self.isprobe = isprobe - # This odd relic suggests that the bearing() code we inherited from - # FORTRAN is actually computing clockface directions. + # The bearing() code we inherited from FORTRAN is actually computing + # clockface directions! if self.bearing < 0.0: self.bearing += 12.0 - # This code was moved from the probe() routine - if isprobe: - angle = ((15.0 - self.bearing) * 0.5235988) - self.increment = coord(-math.sin(angle), math.cos(angle)) - bigger = max(abs(self.increment.i), abs(self.increment.j)) - self.increment /= bigger - self.location = coord(game.quadrant.i*QUADSIZE + game.sector.i, - game.quadrant.j*QUADSIZE + game.sector.j) - self.loc = copy.copy(game.quadrant) - self.moves = 10.0*self.distance*bigger +0.5 - def power(self): - return self.distance*(self.warp**3)*(game.shldup+1) - def time(self): - return 10.0*self.distance/self.warp**2 - def nextquad(self): - "Next location on course, at quadrant granularity." - self.location += self.increment - newloc = (self.location / float(QUADSIZE)).trunctogrid() - if not newloc == self.loc: - self.loc = newloc + self.angle = ((15.0 - self.bearing) * 0.5235988) + if origin is None: + self.location = cartesian(game.quadrant, game.sector) + self.increment = coord(-math.sin(self.angle), math.cos(self.angle)) + bigger = max(abs(self.increment.i), abs(self.increment.j)) + self.increment /= bigger + self.moves = 10*self.distance*bigger +0.5 + def next(self, grain=1): + "Next step on course." + self.moves -=1 + self.nextlocation = self.location + self.increment + oldloc = (self.location/grain).roundtogrid() + newloc = (self.nextlocation/grain).roundtogrid() + self.location = self.nextlocation + if newloc != oldloc: return True else: return False + def quadrant(self): + return (self.location / QUADSIZE).roundtogrid() + def sector(self): + return coord(self.location.i % QUADSIZE, self.location.j % QUADSIZE) + def power(self, warp): + return self.distance*(warp**3)*(game.shldup+1) + def time(self, warp): + return 10.0*self.distance/warp**2 def impulse(): "Move under impulse power." @@ -4036,7 +4040,7 @@ def warp(course, involuntary): # Make sure starship has enough energy for the trip # Note: this formula is slightly different from the C version, # and lets you skate a bit closer to the edge. - if course.power() >= game.energy: + if course.power(game.warpfac) >= game.energy: # Insufficient power for trip game.ididit = False skip(1) @@ -4056,7 +4060,7 @@ def warp(course, involuntary): prout(_("We haven't the energy to go that far with the shields up.")) return # Make sure enough time is left for the trip - game.optime = course.time() + game.optime = course.time(game.warpfac) if game.optime >= 0.8*game.state.remtime: skip(1) prout(_("First Officer Spock- \"Captain, I compute that such")) @@ -4113,10 +4117,10 @@ def warp(course, involuntary): imove(course, novapush=False) if game.alldone: return - game.energy -= course.power() + game.energy -= course.power(game.warpfac) if game.energy <= 0: finish(FNRG) - game.optime = course.time() + game.optime = course.time(game.warpfac) if twarp: timwrp() if blooey: @@ -4227,7 +4231,7 @@ def atover(igrab): distreq = randreal(math.sqrt(2)) if distreq < game.dist: dist = distreq - course = course(distance=dist, bearing=randreal(12)) # How dumb! + course = course(bearing=randreal(12), distance=dist) # How dumb! game.optime = course.time() game.justin = False game.inorbit = False @@ -5104,7 +5108,6 @@ def damagereport(): "Damage report." jdam = False scanner.chew() - for i in range(NDEVICES): if damaged(i): if not jdam: